1
0
mirror of https://github.com/vcmi/vcmi.git synced 2025-06-29 00:41:38 +02:00

* a bit of pathfinder interface redesign

* a few fixes for sieges
* better wall parts' positions by Ivan
This commit is contained in:
mateuszb
2009-08-28 09:03:58 +00:00
parent 90c31d5cd5
commit fceeb05e16
6 changed files with 279 additions and 104 deletions

View File

@ -1590,10 +1590,10 @@ int CGameState::getMovementCost(const CGHeroInstance *h, int3 src, int3 dest, in
//get basic cost
int ret = h->getTileCost(d,s);
if(src.x!=dest.x && src.y!=dest.y) //it's diagonal move
if(src.x != dest.x && src.y != dest.y) //it's diagonal move
{
int old = ret;
ret *= 1.414;
ret *= 1.414213;
//diagonal move costs too much but normal move is possible - allow diagonal move for remaining move points
if(ret > remainingMovePoints && remainingMovePoints > old)
{
@ -1831,6 +1831,147 @@ bool CGameState::getPath(int3 src, int3 dest, const CGHeroInstance * hero, CPath
return true;
}
//void CGameState::calculatePaths(const CGHeroInstance *hero, CPathsInfo &out, const int3 &src)
//{
// if(!map->isInTheMap(src)/* || !map->isInTheMap(dest)*/) //check input
// //todo: distater
// return;
//
// int3 hpos = hero->getPosition(false);
// tribool blockLandSea; //true - blocks sea, false - blocks land, indeterminate - allows all
//
// if (!hero->canWalkOnSea())
// blockLandSea = (map->getTile(hpos).tertype != TerrainTile::water); //block land if hero is on water and vice versa
// else
// blockLandSea = boost::logic::indeterminate;
//
// const std::vector<std::vector<std::vector<ui8> > > &FoW = getPlayer(hero->tempOwner)->fogOfWarMap;
//
// //graph initialization
// CGPathNode ***graph = out.nodes;
// for(size_t i=0; i < out.sizes.x; ++i)
// {
// for(size_t j=0; j < out.sizes.y; ++j)
// {
// for(size_t k=0; k < out.sizes.z; ++k)
// {
// const TerrainTile *tinfo = &map->terrain[i][j][k];
// CGPathNode &node = graph[i][j][k];
//
// node.accessible = (tinfo->blocked ? CGPathNode::BLOCKED : CGPathNode::ACCESSIBLE);
// node.visited = false;
// node.turns = 0xff;
// node.moveRemains = 0;
// node.coord.x = i;
// node.coord.y = j;
// node.coord.z = k;
// node.land = tinfo->tertype == TerrainTile::water;
//
// if ((tinfo->tertype == TerrainTile::rock) //it's rock
// || ((blockLandSea) && () //it's sea and we cannot walk on sea
// || ((!blockLandSea) && (tinfo->tertype != TerrainTile::water)) //it's land and we cannot walk on land
// || !FoW[i][j][k] //tile is covered by the FoW
// )
// {
// node.accessible = CGPathNode::BLOCKED;
// }
// else if(tinfo->visitable)
// {
// for(size_t ii = 0; ii < tinfo->visitableObjects.size(); ii++)
// {
// if(tinfo->visitableObjects[ii]->blockVisit)
// {
// node.accessible = CGPathNode::BLOCKVIS;
// break;
// }
// else
// node.accessible = CGPathNode::VISITABLE;
// }
// }
//
// if(blockLandSea && tinfo->tertype == TerrainTile::water) //hero can walk only on land and tile lays on the water
// {
// size_t i = 0;
// for(; i < tinfo->visitableObjects.size(); i++)
// if(tinfo->visitableObjects[i]->ID == 8 || tinfo->visitableObjects[i]->ID == HEROI_TYPE) //it's a Boat
// break;
//
// if(i < tinfo->visitableObjects.size())
// node.accessible = CGPathNode::BLOCKVIS; //dest is accessible only if there is boat/hero
// }
// else if(!blockLandSea && tinfo->tertype != TerrainTile::water) //hero is moving by water
// {
// if((tinfo->siodmyTajemniczyBajt & 64) && !tinfo->blocked)
// node.accessible = CGPathNode::ACCESSIBLE; //tile is accessible if it's coastal and not blocked
// }
// }
// }
// }
// //graph initialized
//
//
// //initial tile - set cost on 0 and add to the queue
// graph[src.x][src.y][src.z].turns = 0;
// graph[src.x][src.y][src.z].moveRemains = hero->movement;
// std::queue<CGPathNode*> mq;
// mq.push(&graph[src.x][src.y][src.z]);
//
// ui32 curDist = 0xffffffff; //total cost of path - init with max possible val
//
// std::vector<int3> neighbours;
// neighbours.reserve(8);
//
// while(!mq.empty())
// {
// CGPathNode *cp = graph[mq.front()->coord.x][mq.front()->coord.y];
// mq.pop();
//
// //add accessible neighbouring nodes to the queue
// getNeighbours(cp->coord, neighbours, boost::logic::indeterminate);
// for(unsigned int i=0; i < neighbours.size(); i++)
// {
// const int3 &n = neighbours[i]; //current neighbour
// CGPathNode & dp = graph[n.x][n.y][n.z];
// if(!cp->moveRemains)
// {
// cp->turns++;
// cp->moveRemains = hero->maxMovePoints(
// }
//
//
// if(dp.accessible != CGPathNode::BLOCKVIS)
// {
// int cost = getMovementCost(hero,cp->coord,dp.coord,hero->movement - cp->dist);
// if((dp.turns==0xff || (dp.dist > cp->dist + cost)) && dp.accesible && checkForVisitableDir(cp->coord, dp.coord) && checkForVisitableDir(dp.coord, cp->coord))
// {
// dp.moveRemains = cp.moveRemains - cost;
// dp.theNodeBefore = &cp;
// if(dp.accessible == CGPathNode::ACCESSIBLE)
// {
// mq.push(dp);
// }
// }
// }
// }
// }
//
// CPathNode *curNode = &graph[dest.x][dest.y];
// if(!curNode->theNodeBefore) //destination is not accessible
// return false;
//
//
// //fill ret with found path
// ret.nodes.clear();
// while(curNode->coord != graph[src.x][src.y].coord)
// {
// ret.nodes.push_back(*curNode);
// curNode = curNode->theNodeBefore;
// }
// ret.nodes.push_back(graph[src.x][src.y]);
//
// return true;
//}
bool CGameState::isVisible(int3 pos, int player)
{
if(player == 255) //neutral player